## Mage Spell Telepathy : Comunication with Intelligent Beings [closed]

A mage asked me if using telepathy enables him to speak to a lizardman (pyromancer character) .

It wasnt during the game, ive got a few days to answer him.

## Does Mage Armor have any advantages over magic Studded Leather +X?

Does Mage Armor have any advantages over Studded Leather +1 or even Studded Leather +2?

## Do the Rod of the Pact Keeper and Wand of the War Mage stack?

Can a warlock hold a +3 Rod of the Pact Keeper in one hand and a +3 Wand of the War Mage in the other and gain +6 on her spell attacks?

## Do Avatars need to have the same personality as their Mage?

We have a new player which is very unsatisfied with the available avatar options because they absolutely do not fit his character concept. Because of this he want to put no background in Avatar so that he has not this interference and we now ask us, is the description of the avatars in M20 just the extremes or stereotypes or is automatically a mage on of those four? Because from what we understand Avatars are a part of the mages personality so the mage need to be like one of the avatars. Or can it be, that they are like the roommate which speaks out what you know and want you to strive for better?

## Can the Mage Hand Spell do somatic components if the person who cast it doesn’t have a free hand?

A wizard casts the Mage Hands spell. They then pick up a short sword and a shield. They then want to cast Burning Hands against an opponent. Can they use the active Mage Hand to provide the somatic component for it?

If you don’t remember how Mage Hand works go here: https://roll20.net/compendium/dnd5e/Mage%20Hand#content

## About the Cosmology of Mage the Ascension

I’ve been trying to make sense of the Tapestry’s structure in Mage the Ascension as described in the 20th anniversary edition, but there some points I’m not sure I understood correctly.

So, if I get it right, the three Umbrae (High, Middle and Low Umbra) and the Near Umbra are some sort of “different dimensions”, like parallel planes of some kind. On the other hand, the Deep Umbra and the Horizons are in “our plane plane of existence”, as the book describes the First Horizon being located at the end of Earth’s atmosphere and Far Horizon at the asteroid’s belt after Pluto. Everything beyond that is the Deep Umbra, and Zones like the Digital Web are limited areas with certain characteristics spread throughout our plane and the Umbrae. There is a nice pic I found online displaying the whole thing:

On the other hand,the book also states that Horizon is the region that separates the three Umbrae from one another, and that’s where it starts getting confusing for me. So either my interpretation of the three Umbrae Realms as parallel planes is wrong or Horizon isn’t exactly a physical region in our solar system. Is Horizon both in “this dimension” and in the other Umbrae, in way it intersects all of them? How do you interpret all this?

I guess this is all probably meant to be confusing, as many other things in the World of Darkness, but I would like to know what is your take in all this.

## Is this barbarian Rage Mage subclass balanced compared to the official barbarian subclasses and the eldritch knight?

Rage Magic:

At level 3, your rage allows you to tap into magical dark energy. Choose 2 cantrips and 3 1st level spells from the warlock spell list. Two of the 1st level spells you choose must be in the conjuration or necromancy schools. Whenever you learn a new spell, it must be from the conjuration or necromancy schools. To cast a spell, you must spend a spell slot greater than or equal to the level of the spell. Your spell attack bonus is your proficiency bonus plus your Charisma modifier, and your spell save DC is 8 + your proficiency bonus + your Charisma score. You cannot cast cantrips while raging. You can cast and concentrate on spells of first level or higher while raging, but when you stop raging, you suffer levels of exhaustion equal to the total levels of the spells you cast. You regain your spell slots after a long rest. You learn an additional cantrip at 10th level and another at 18th level.

Wilderness Magic:

At level 3, your primal heritage gives you a magical association with nature. Choose 1 ritual spell from the Druid spell list that is of a level you can cast. You can cast that spell as a ritual, and Wisdom is your spellcasting modifier for it. Whenever you gain a level in this class, you can switch out the ritual spell you know for another from the Druid spell list. You gain a second ritual spell at level 11.

$$\begin{array}{|l|l|l|l|1|1|1|} \hline \text{Level} & \text{Rituals Known} & \text{Rage Magic Known} & \text{Cantrips} & \text{1st} & \text{2nd} & \text{3rd} & \text{4th} \ \hline 3 & 1 & 3 & 2 & 2 & – & – & – \ \hline 4 & 1 & 3 & 2 & 2 & – & – & – \ \hline 5 & 1 & 3 & 2 & 3 & – & – & – \ \hline 6 & 1 & 3 & 2 & 3 & – & – & – \ \hline 7 & 1 & 4 & 2 & 3 & 1 & – & – \ \hline 8 & 1 & 4 & 2 & 3 & 1 & – & – \ \hline 9 & 1 & 4 & 2 & 3 & 1 & – & – \ \hline 10 & 1 & 4 & 3 & 3 & 2 & – & – \ \hline 11 & 2 & 5 & 3 & 3 & 2 & 1 & – \ \hline 12 & 2 & 5 & 3 & 3 & 2 & 1 & – \ \hline 13 & 2 & 5 & 3 & 4 & 2 & 1 & – \ \hline 14 & 2 & 5 & 3 & 4 & 2 & 1 & – \ \hline 15 & 2 & 6 & 3 & 4 & 2 & 1 & 1 \ \hline 16 & 2 & 6 & 3 & 4 & 2 & 1 & 1 \ \hline 17 & 2 & 6 & 3 & 4 & 3 & 1 & 1 \ \hline 18 & 2 & 6 & 4 & 4 & 3 & 2 & 1 \ \hline 19 & 2 & 7 & 4 & 4 & 3 & 2 & 1 \ \hline 20 & 2 & 7 & 4 & 4 & 4 & 2 & 1 \ \hline \end{array}$$

Magical Rage:

At level 6, your weapon attacks count as magical for the purpose of overcoming magic resistance/immunity.

Cantrip Surge:

At level 10, when you make a critical hit, you can cast a cantrip as a bonus action, even if you are raging. Once you use this feature you cannot do so again until you take a short or long rest.

Greater Rage Magic:

At level 14, if you cast spells while raging, you only suffer exhaustion equal to half the total levels of the spells you cast while raging, rounded down. Additionally, while raging you have 10 feet of truesight.

## What spheres would a mage need to provide an endless supply of blood to a vampire?

What spheres would a mage need to be able to indefinitely provide an unlimited supply of blood to a Methuselah?

## Can I use Mage Hand [on hold]

An automaton threw a mechanical bird at my player, and my DM told me to roll inititive to see if I had a chance to do something. I managed to get an action in, so I cast mage hand in front of the bird. As long as it’s thrown with less than 10lbs of force, can I catch csomething with mage hand?

## Does Mage Hand require line of sight to summon?

I’ve seen many questions asked about whether or not you need to be able to see your Mage Hand in order to control it. However, can Mage Hand be summoned through a wall or other such obstruction? Mage Hand’s description states (PHB pg 256):

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 ft away from you or if you cast this spell again.

The part I’m interested in is “a point you choose within range”. So that brings me to my question: can you summon a mage hand at a point you cannot see? For example, on the other side of a wall or door; a point you know exists, but you simply cannot see from where you are.

Here’s a hypothetical situation to hopefully help clarify my question. Say a caster needs to get into a room, but the door is locked. The caster wants to cast Mage Hand behind the door to then unlock it from the other side. Could they do that?